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Microsoft releases AI-generated demo of Quake II game, lists ‘big areas�?for improvement

Microsoft has unveiled an AI-generated interactive gameplay demo of Quake II. The AI model WHAMM allows real-time interaction and gameplay. Although an impressive technological feat, the model has limitations such as fuzzy enemy interactions and short context memory. These areas, the company said, need improvement to elevate the gaming experience further.
Microsoft releases AI-generated demo of Quake II game, lists ‘big areas�for improvement
Microsoft has released an interactive demonstration of Quake II gameplay generated by artificial intelligence (AI), offering a glimpse into the potential of AI in gaming. However, the company is also highlighting significant areas where the technology requires further development.
The playable experience, accessible through Copilot Labs, utilises Microsoft's “Muse�?family of world models, specifically a model called "WHAMM" (World and Human Action MaskGIT Model). This technology allows users to explore a simulated version of Quake II, with the ability to move, shoot and interact with the environment.

What is WHAMM, Micosoft’s ‘gaming�?model


Microsoft explained that WHAMM is an evolution of its “Muse�?world models, designed for video games. It builds upon the “World and Human Action Model�?(WHAM) and enables real-time video generation, allowing for interactive gameplay.
Microsoft detailed key improvements over its previous WHAM-1.6B model, including increased generation speed, saying that WHAMM generates images at 10+ frames per second, enabling real-time interaction, a significant improvement over WHAM-1.6B's 1 frame per second.
The company added that the technology successfully transferred to Quake II, a faster-paced game than the previously used "Bleeding Edge," demonstrating its adaptability.

Microsoft acknowledges several limitations of its AI ‘gaming�?model


However, Microsoft openly acknowledged several limitations, saying that the AI generates an approximation of the game world, not a perfect replica. The focus is on "playing the model," not a flawless recreation of Quake II.
Interactions with enemies are a key area for improvement, as they often appear fuzzy, and combat accuracy is limited. Furthermore, the model has a short context length (0.9 seconds), meaning it can "forget" objects that are out of view for longer periods, leading to inconsistencies.
The model sometimes struggles with accurate counting, affecting interactions with health items and enemy health.
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